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  <div class="headertitle"><div class="title">CrypticCabinet.Puzzles.SandPuzzle Namespace Reference</div></div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_distance_checker.html">DistanceChecker</a></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_hook.html">Hook</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to trigger actions when an object is attached or removed from the hook of the sand puzzle.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_hook.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_hookable.html">Hookable</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Limitation: Every hookable work only with one hook in the same "trigger zone" If two hooks are in the same trigger zone of the hookable, the behavior is undefined.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_hookable.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_bouncer.html">LightBeamBouncer</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Component giving the object the ability to bounce the light beam Requiring Rigid body to ensure it can receive a raycast.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_bouncer.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_destination.html">LightBeamDestination</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents the intended destination of the light beam. Attach this to the intended object that needs to be hit by the light beam last to trigger an event. Requiring Rigidbody to ensure it can receive a raycast.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_destination.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_emitter.html">LightBeamEmitter</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents the source of a light beam, from which the light beam is generated.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_emitter.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_glare.html">LightBeamGlare</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents the glare for a light beam.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_light_beam_glare.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_rigidbody_follower.html">RigidbodyFollower</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used to follow a rigidbody. We use this for the rope and the hook to stay connected.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_rigidbody_follower.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_rope.html">Rope</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes the rope for the sand puzzle. Based on: <a href="https://github.com/GaryMcWhorter/Verlet-Chain-Unity">https://github.com/GaryMcWhorter/Verlet-Chain-Unity</a>.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_rope.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_rope_grab_point.html">RopeGrabPoint</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents a point of the rope that can be grabbed by the user.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_rope_grab_point.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_bucket.html">SandBucket</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the interactions of the sand bucket, including the particles for the sand into it.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_bucket.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_chute.html">SandChute</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the behaviour for the sand chute of the sand puzzle. Limitation: Only one sand bucket in the scene, and only one sand bucket can be filled at a time.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_chute.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_chute_particle_killer.html">SandChuteParticleKiller</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Describes how the particles for the sand chute behave.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_chute_particle_killer.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_chute_volume_killer.html">SandChuteVolumeKiller</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the sand chute volume killer for the sand puzzle.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_sand_chute_volume_killer.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_set_rope_shader_height.html">SetRopeShaderHeight</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Used for setting the vertical position the rope should be clipped at using the shader: S_Master_IntroOutro_unlit_HeightClip.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_set_rope_shader_height.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_window_opener.html">WindowOpener</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the mechanism that opens the window of the sand puzzle.  <a href="class_cryptic_cabinet_1_1_puzzles_1_1_sand_puzzle_1_1_window_opener.html#details">More...</a><br /></td></tr>
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